At 60 frames per second with a 15.7kHz horizontal rate, you get about 262 lines per frame. Subtract the vertical blanking interval and you’re left with roughly 240 visible lines, which is why classic arcade games run at 320x240 or similar resolutions.
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There are a couple ways mitigate this drawback, both of which are outside the scope of this article. One is “garbage collection”: pruning tombstones from CRDTs, which prevents you from merging states with any changes made before the tombstones were removed. Another is creating an efficient format to encode the data. You can also combine these methods. Research suggests that this can result in as little as 50% overhead compared to the “plain” data CRDTs: The Hard Parts A talk on the latest research on CRDTs, originally given at the Hydra distributed computing conference on 6 July 2020.References: https://martin.kleppmann.co... youtu.be/x7drE24geUw?t=3587 . If you’d like to skip ahead and see some of this optimization in action, check out the final part in this series: Making CRDTs 98% More Efficient Making CRDTs 98% More Efficient | jakelazaroff.com State-based CRDTs grow monotonically, but that doesn't mean they can't be efficient. We'll learn how to compress the pixel editor state by 98%. jakelazaroff.com/words/making-crdts-98-percent-more-efficient/ . ↩,这一点在PDF资料中也有详细论述
A responsive pro controller
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